this post was submitted on 18 Jul 2024
126 points (97.0% liked)

Programming

16977 readers
167 users here now

Welcome to the main community in programming.dev! Feel free to post anything relating to programming here!

Cross posting is strongly encouraged in the instance. If you feel your post or another person's post makes sense in another community cross post into it.

Hope you enjoy the instance!

Rules

Rules

  • Follow the programming.dev instance rules
  • Keep content related to programming in some way
  • If you're posting long videos try to add in some form of tldr for those who don't want to watch videos

Wormhole

Follow the wormhole through a path of communities !webdev@programming.dev



founded 1 year ago
MODERATORS
 
  • Facebook does not use Git due to scale issues with their large monorepo, instead opting for Mercurial.
  • Mercurial may be a better option for large monorepos, but Git has made improvements to support them better.
  • Despite some drawbacks, Git usage remains dominant with 93.87% share, due to familiarity, additional tools, and industry trends.
you are viewing a single comment's thread
view the rest of the comments
[–] Treczoks@lemmy.world 2 points 1 month ago (8 children)

What kind of RCS is used always depends on the organisation. We are actually using GIT and SVN, and both make sense for the departments that are using them.

[–] x1gma@lemmy.world 13 points 1 month ago (7 children)

Serious question, why do they use SVN, as in what does SVN better than Git for the department using it?

[–] Mikina@programming.dev 9 points 1 month ago (2 children)

While I'm not using it, since we started our small-team hobby project in git and moving away from it would be a bother, there is one use-case of SVN that would save us a lot of headaches.

SVN being centralized means you can lock files. Merging Unity scenes together is really pain, the tooling mostly doesn't work properly and you have no way how to quickly check that nothing was lost. Usually, with several people working on a scene, it resulted in us having to decide whose work we will scratch and he will do it again, because merging it wouldn't work properly and you end up in a situation where two people each did hundreds or thousands of changes to a scene, you know that the Unity mergetool is wonky at best, and checking that all of those changes merged properly would take longer and be more error prone than simply copying one persons work over the other.

We resorted to simply asking in chat if anyone has any uncommited work, but with SVN (or any other centralized VSC, I suppose) we wouldn't have to bother with that - you simply lock the scene file and be safe.

[–] x1gma@lemmy.world 2 points 1 month ago

Right, completely forgot that locking exists in SVN, and I guess it definitely makes sense if you're collaboratively editing unmergeable files.

Thanks!

load more comments (1 replies)
load more comments (5 replies)
load more comments (5 replies)